Ninja Run combo


ChaosAngelGeno

 

Posted

very

plus it's fun

for my SR scrapper and Widow i use the following slots to these powers

2 slots sprint
2 slots hurdle
2 slots swift
2 slots quickness/mental training

results are a fun and fast way to get around


 

Posted

Ninja Run + Sprint + Hurdle + Swift = pretty damn awesome mobility and speed. It also saves on slots and powers, as Ninja Run and Sprint are inherit, and most people typically take Hurdle or Swift on their way to Stamina. I just took both because I had an extra power slot, though, but I love it.


 

Posted

Quote:
Originally Posted by JayboH View Post
Well I mean which of the two would be better to get? I'm going to guess hurdle.
There's a thread over in GD asking much the same thing. The conclusion seems to be NR+Sprint+Swift is faster, but NR+Hurdle gives more vertical movement. Personally, I prefer the latter. You could take both Swift and Hurdle, but IMO it's a bit of a waste.


 

Posted

I usually grab Hurdle, since Sprint already boosts your run speed along with Ninja Run, and you need more vertical movement (sadly, there are still times where I have to break out a flight pack or something to get where I'm going... Grandville being the worst offender for this). Hurdle + Ninja Jump will take care of most of your vertical movement needs, however.

Most of my characters have Combat Jumping, too, and Hurdle plus that make for nice movement when you're in combat as well.


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Posted

For my Claws/SR Scrapper. Ninja Run + Hurdle, Quickness, and Sprint. With Gift of the Ancients +Def/Increased Run Speed IO's and a couple of Movement Speed IO Set bonuses.
Just turn Ninja Run off in battle.


 

Posted

Another vote for Hurdle. I think the speeds of NJ+Hurdle/Swift are both close enough these days but I like hurdle's vertical movement buff for mission zones where you wind up hopping up stacks of boxes or up to rails, etc to get a glowie or find that last kill-all mob.

I'm looking at you, Cargo Ship maps...


 

Posted

I also agree that hurdle is probably better for versatility, since swift will only make you run *into* the wall faster, not *up* the wall faster.

I would like to ask also if I'm the only one who noticed NR's ability to make you run and/or jump up near-vertical clifs and buildings? with it I'm capable of climbing cliffs on the edge of Cap au Diable that require a jump pack to get to with other toons.

All this being said, I'd recommend that you remember to turn it off the *second* you get into combat - one of the problems of NR is that it's an end hog, and short of set boni, there's no way to change that. So don't keep it on during a fight or you'll run out of endurance faster than you can say "oh SH...." :-p


 

Posted

Quote:
Originally Posted by Netphenix5 View Post
I also agree that hurdle is probably better for versatility, since swift will only make you run *into* the wall faster, not *up* the wall faster.

I would like to ask also if I'm the only one who noticed NR's ability to make you run and/or jump up near-vertical clifs and buildings? with it I'm capable of climbing cliffs on the edge of Cap au Diable that require a jump pack to get to with other toons.

All this being said, I'd recommend that you remember to turn it off the *second* you get into combat - one of the problems of NR is that it's an end hog, and short of set boni, there's no way to change that. So don't keep it on during a fight or you'll run out of endurance faster than you can say "oh SH...." :-p
pretty sure the NR has the same wall "climbing" ability that CJ has which allows you to jump up nearly vertical cliffs


 

Posted

Quote:
Originally Posted by Netphenix5 View Post
I would like to ask also if I'm the only one who noticed NR's ability to make you run and/or jump up near-vertical clifs and buildings? with it I'm capable of climbing cliffs on the edge of Cap au Diable that require a jump pack to get to with other toons.
As far as I can tell it's because of the mid-air direction control that you get from NR, hurtle, combat jumping, etc... you used to be able to run against the slope of the war walls with just sprint and sail past the various mobs below. But at some point they changed something that made steeper slopes less walkable.


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Posted

I use Hurdle and Ninja run on almost all my toons now. The only time I take a travel power anymore is if I want it for IO sets. I can't say it never happens, but it's very very rare that I'm the last person to a mission due to lack of a travel power.


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Posted

I grab both swift and hurdle.


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Posted

My Kat/Sr scrapper is a concept toon and i grabed swift and hurdle as well! with the set bonuses and slots he moves pretty darn fast.





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Posted

How awesome is it? So awesome that I only take travel powers for "concept" these days.

I personally go with Hurdle most of the time on a new toon, but I did just choose Swift on my new tank because I hate slow moving melee types and I don't like them all hopping from place to place.


 

Posted

I have made the switch to no travel power as well. Sooooo, with so many people making the switch, do you think that the developers will consider changing the way that the travel powers are handled?

Travel powers are suppose to be a character type of thing, but with all the recent updates to movement and getting around, they are certainly playing a back seat role now. Now I see half the players running around using NR..... honestly this could lead to serious back troubles :-p

Will the developers make them free if you have 1 of the powers in the powerpool already for example?


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Posted

Well they certainly getting players to buy the natural pack. I've always considered the travel powers to be character flavor than something you consider while min/maxing.

Also it looks silly for a 8 ft robot demon to run ninja style down not to mention all the flipping.


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Posted

Quote:
Originally Posted by Father Xmas View Post
Also it looks silly for a 8 ft robot demon to run ninja style down not to mention all the flipping.
I think the 8 ft robot demon couldn't help but looking silly no matter what it was doing.

*ducks*


 

Posted

With the fitness pool becoming inherent in the next update, everyone with Ninja Run will now have Ninja Run + Sprint + Swift + Hurdle without having to decide to take one, both, or neither.

And if you happen to pick a primary or secondary powerset that boosts your movement speed, things get even more fun. Siphon Speed for Kinetics... if I recall correctly, Super Reflexes has a power that boosts Recharge and movement.


 

Posted

I haven't heard if they are planning to nerf the inherent fitness pool somehow (lower base values of each power, make them unslotable or simply buffing of the standard character base values for those four attributes).


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Posted

No, they are not. You will be unable to pick the fitness pool - it is being removed and made into an inherent. If they nerf the inherents, which no one has even hinted at, then they are nerfing stamina for everyone, because you will never be able to pick stamina as a power ever again the way you used to.


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Posted

I'm going to toss out another idea: I always take swift and never hurdle on any character ever, even those who use super jump. Why? If I need to go up I have a raptorpack for that, but swift makes me walk faster when sprint, ninja run, etc are all turned off in combat. And that I really, REALLY appreciate.


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Posted

Quote:
Originally Posted by JayboH View Post
No, they are not. You will be unable to pick the fitness pool - it is being removed and made into an inherent. If they nerf the inherents, which no one has even hinted at, then they are nerfing stamina for everyone, because you will never be able to pick stamina as a power ever again the way you used to.
Yes that's my point. But there are a number of different ways it can be done.

1. Everyone simply gets the power pool and it's powers for free at the level they normally become available (6/12/12/20). They can be slotted but essentially everyone gets four more powers by level 20.

2. They simply buff run, jump, fly, regen and recovery and drop the pool.

3. A combo of the two. They appear as powers but can't be slotted but their effects scale with level.

I'm just concerned about all the respecing I would need to do if they free up the power picks I previously used for the fitness pool but then have the problem of freeing up slots to use on additional attacks or toggles, assuming we still can slot the fitness powers.

Looks like I'm going to need to finally Frankenslot.


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Posted

Well, according to Castle, we all get them and they are all enhanceable just like they always were. They are just automatically on every character and work the exact same way. Toss 2 slots into stamina at level 3 if you wish. He said 'no more waiting until 20 for Stamina.'

Yes, that means gobs of respeccing.


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